Computer-aided learning system and method

ABSTRACT

A computer-aided learning method and apparatus based on a super-recommendation generator, which is configured to assess a user&#39;s or a student&#39;s understanding in a subject, reward the user who has reached one or more milestones in the subject, further the user&#39;s understanding in the subject through relationship learning, reinforce the user&#39;s understanding in the subject through reviews, and restrict the user from enjoying entertainment materials under certain condition, with the entertainment materials requiring a device to fulfill its entertainment purpose. The generator does not have to be configured to perform all of the above functions.

CROSS-REFERENCE TO RELATED APPLICATIONS

[0001] This is a continuation-in-part application of the followingco-pending allowed U.S. patent applications:

[0002] Ser. No. 08/618,193, filed on Mar. 19, 1996, entitled, Methodsand apparatus to assess and enhance a student's understanding in asubject (the “Test Application”);

[0003] Ser. No. 08/633,582, filed on Apr. 17, 1996, entitled, Rewardenhanced learning system and method (the “Reward Application”);

[0004] Ser. No. 08/664,023, filed on May 28, 1996, entitled,Relationship-based computer-aided-educational system (the “RelationshipApplication”);

[0005] Ser. No. 08/675,391, filed on Jul. 2, 1996, entitled, Learningsystem and method based on review (the “Review Application”); and

[0006] Ser. No. 08/707,189, filed on Sep. 3, 1996, entitled, Learningmethod and system that restricts entertainment (the “RestrictApplication”).

[0007] All of the above allowed co-pending applications are incorporatedby reference into this specification.

BACKGROUND OF THE INVENTION

[0008] The present invention relates generally to learning and moreparticularly to using a computer to enhance learning.

[0009] The foundation of a vibrant society depends on skilled workers.To strengthen this foundation, every year the U.S. Government with theprivate industry have poured billions and billions of dollars to improveon learning systems and methods. Money has been spent in areas such aslaboratory facilities, educational materials, teacher recruitment andretention, and others. However, for decades, the way to test a studenthas remained the same; learning has been treated typically as a rewardin itself; a fixed syllabus usually controls the educational process ofa subject without taking into account students' individual progress;what students have learnt are rarely selectively reviewed; andtypically, the students can access non-educational materials when theyshould be using computers to learn.

[0010] It should be obvious that we need methods and systems that arebased on computers to remedy the above deficiencies.

SUMMARY OF THE INVENTION

[0011] In one embodiment, the present invention provides a learningmethod and system that assess and enhance a student's or a user'sunderstanding in a subject. Based on the user's understanding,individually-tailored tests are generated, whose difficulties can begeared towards the user's level of understanding in the subject. Theuser not only can use the tests to prepare for an examination, but canalso use the tests to learn the subject.

[0012] In another embodiment, the invented method and system are basedon the latest test results from the latest test taken by the user on thesubject, which can be divided into line-items. Each line-item covers onearea in the subject. In yet another embodiment, at least one line-itemis more difficult than another line-item. The latest test includesquestions from different line-items.

[0013] In one embodiment, the invented system includes a score generatorcoupled to a recommendation generator. In one embodiment, therecommendation generator includes an inference engine; and in anotherembodiment, the recommendation generator includes a pre-requisiteanalyzer. The recommendation generator can be coupled to a reportgenerator and a question generator.

[0014] In one embodiment, the score generator accesses the user's latesttest result and his prior-to-the-latest test results from a storagemedium to generate an overall score for each set of questions related tothe same line-item. In one embodiment, the prior-to-the-latest testresults are test results from the test immediately before the latesttest. In another embodiment, each overall score reflects the user'sdegree of forgetfulness as a function of time for that group ofquestions. Based on the calculated overall scores, the score generatorupdates information in the storage medium to include the latest testresults.

[0015] Both the pre-requisite analyzer and the inference engine in therecommendation generator can generate recommendations based on theuser's test results. The pre-requisite analyzer accesses pre-requisiterules, which, based on the complexity levels of the line items,determines a complexity-hierarchy among the line-items. Then, applyingthe complexity-hierarchy to the test results, the pre-requisite analyzerdetermines the user's level of understanding in the subject to providerecommendations for the user which, for example, can be providingsuggestions to the user as to the line-item to work on.

[0016] The inference engine accesses a set of relationship rules thatdefine relationship among the line items and the subject. Then applyingthe set of relationship rules to the user's test results, the inferenceengine determines the user's level of understanding in the subject toprovide recommendations for the user.

[0017] If there is any conflict among one or more relationship ruleswith the contents in the test results, or if there is any conflict amongtwo or more relationship rules, the inference engine can resolve it.Resolving such conflicts helps to ensure a consistent assessment of theuser's understanding in the subject.

[0018] In one embodiment, the report generator accesses a report format.Based on the recommendations and the report format, the report generatorgenerates a report, which can provide assessment of the user'sunderstanding in line-items of the latest test and theprior-to-the-latest tests, and which can provide action items to improveon the user's understanding in the subject.

[0019] The question generator, based on the recommendations, generates anumber of questions, which, in another embodiment, can be categorizedinto at least two line items—one being the one suggested by therecommendations, and the other being different from the one suggested bythe recommendations. The user can take this new set of questions tofurther enhance his understanding in the subject.

[0020] In one embodiment, the invented system and method enhance auser's understanding in a subject through associating the subject'sdifferent areas that the user has studied.

[0021] The subject can be divided into line-items andrelationship-items. Each relationship-item covers areas that relate twoor more items. The items include learnt and un-learnt items, with alearnt item being an item that the user has achieved a preset level oflearning, and with an un-learnt item being an item that the user has notyet achieved a preset level of learning.

[0022] In one embodiment, the recommendation generator also selects andclassifies the items. That embodiment includes a learning-materialgenerator for generating learning materials for the user.

[0023] In one embodiment of the invented method, first, therecommendation generator selects one un-learnt item. After theselection, the learning-material generator generates learning materialsfor the user to learn the selected item, and the system assesses theuser's learning progress in the selected item. If the assessment on theselected un-learnt item is satisfactory, then the recommendationgenerator classifies one or more relationship-items to be learnt asun-learnt items, with each classified relationship-item relating theselected item with one or more learnt items. The recommendationgenerator can also re-classify the selected item as a learnt item. Then,another un-learnt item can be selected, which can be a line-item, or arelationship-item. The process can continue on until all of the itemshave been learnt. At that point, the user has mastered the subject.

[0024] There are different ways for the recommendation generator toselect an un-learnt item. In one embodiment, the recommendationgenerator selects an un-learnt line-item or an un-learntrelationship-item, depending on a value set by an instructor. If theun-learnt item is a line-item, the process to select a line-item can bebased on the difficulty level of the line-item; if the un-learnt item isa relationship-item, the selection process can be based on thedifficulty level of the relationship-item, the time therelationship-item was classified as an un-learnt item, and/or whetherthe user has previously failed to learn the relationship-item.

[0025] For the learning materials, in one embodiment, the learningmaterial is includes questions. In another embodiment, the learningmaterial does not include questions.

[0026] One embodiment of the invented system and method provide usersdynamic reviews. After a user has learnt certain areas in a subject,summarized learning materials on those areas can be selectivelygenerated for the user so as to reinforce the user's learning in thesubject through reviews. Unlike prior systems, the reviews in thepresent invention can be dynamic; they can be specifically tailored tothe needs of individual users, or the characteristics of the subject.

[0027] In one embodiment, the present invention selects an un-learntitem, and generates detailed learning materials for it. Then a learntitem is selected, for example, based on one or morelearnt-item-selection rules, depending on factors such as the timeelapsed from the time when the user learnt that item, the level achievedby the user in learning that item, its difficulty level, whether thatlearnt item is related to the selected un-learnt item, and whether thatlearnt item has been selected before. Then, the invention generatessummarized-learning materials on the selected learnt item for the userto review.

[0028] Different materials are applicable for learning. For example, thesummarized-learning materials may or may not include questions.

[0029] For an un-learnt item, after presenting the generated learningmaterial to the user, the present invention can assess the user'sunderstanding in the item. If the assessment is satisfactory, theun-learnt item can be re-classified as a learnt item.

[0030] In another embodiment, the present invention accesses an itemprobability value to select an item. If the item is an un-learnt item,the invention can generate detailed learning materials for the user; andif the user is successful in learning the materials, the invention canre-classify the item as a learnt item. If the item is a learnt item, theinvention can generate summarized learning materials for the user. Theinvention then can repeat and select another item.

[0031] In one embodiment, the present invention enriches a user'slearning process through individualizing rewards. The invention allowsan instructor or a user to set when and what to reward. The inventionalso allows a user or the user to delay receiving the reward.

[0032] In one embodiment, the invented system teaches the user asubject. The subject is divided into line-items, with at least oneline-item being more difficult than another line-item. The instructor,such as the user's teacher, guardian or parent, enters his password intothe invented system. If the password matches the instructor's passwordstored in the system, the instructor has gained access into the system,and can set each line-item where there should be a milestone. The systemalso can provide a list of pre-selected rewards for the instructor topick the reward at each milestone. The list or a part of the list candepend on the user's preference. The system can then generate amilestone/reward table, capturing the instructor's inputs.

[0033] In one embodiment, the recommendation generator accesses thetable, and determines if the user has reached any one of the milestonesset by the instructor. This determination process can be accomplished ina number of ways; for example, it can be done through one or more rulespre-stored in the system. Such information can then be transmitted to areward determinator.

[0034] The reward determinator based on the information in the rewardtable can determine the type of reward for the user who has reached amilestone. In one embodiment, there are two types of rewards. The firsttype is a point system, and the second type is an actual reward. Theuser can accumulate points or get an actual reward. It would be up tothe user to decide. If the user's preference is to pick an actualreward, the user can postpone receiving the reward. If the user'spreference is to pick the point system, his points can be accumulated ashe gets more points through reaching more milestones.

[0035] In one embodiment, the report generator accesses the user'spreference and the milestone reached by the user from the rewarddeterminator. The generator stores the milestone-reached in the storagemedium, and accesses from the storage medium the history of themilestones reached by the user. In one embodiment, based on the accessedinformation, a report is generated every time the user reaches amilestone. In another embodiment, the instructor can query the reportgenerator to find out about the user's performance. Based on the report,if the user picks points as rewards, then based on the accumulatedpoints, rewards can be set by the instructor accordingly.

[0036] If the user does not want to postpone getting the reward, areward generator generates the reward for the user. Depending on thetype of reward, in one embodiment, the reward generator accesses thereward from a reward storage medium; and in another embodiment, thereward generator accesses the reward from a network.

[0037] After the user has claimed the reward, the system can ask for theuser's feedback as to his interest in the reward. This information isalso sent to the report generator to be presented in the report so thatthe instructor knows whether she should adjust the rewards for futuremilestones.

[0038] If the user has postponed receiving his reward and later decidesto re-claim it, he can enter his password into the system. If thepassword matches the user's password stored in the system, the user canre-claim his postponed rewards.

[0039] In one embodiment, the invention provides rewards when the userhas demonstrated understanding in the subject through tests, not justwhen the system has presented instructional materials. That embodimentrequires feedback from the user, with rewards reflecting on the user'sunderstanding.

[0040] In one embodiment, the invented method and system help a userfocus on study materials by restricting him from freely enjoyingentertainment materials on the computer. With such an invention, theuser is not distracted by entertainment materials on the computer whenhe should be working on the study materials. Even if he wants to play,he has to finish studying first.

[0041] In one embodiment, the entertainment materials are presentedthrough an entertainment program, and the study materials are presentedthrough a study program.

[0042] In one embodiment, the invented system includes an access filterbetween the programs and a device. The entertainment program needs thedevice to entertain. A controller controls the access filter toautomatically restrict the coupling between the device and theentertainment program, but simultaneously allow the coupling between thedevice and the study program.

[0043] Different entertainment materials typically require differenttypes of devices to entertain. Some examples of devices required byentertainment materials include speakers, a position-pointing devicesuch as a joy-stick, an output device, a storage medium and a circuitboard. The circuit board can be used to couple to video-signals,audio-signals or other digital or analog signals. The video-signals canbe television signals.

[0044] In one embodiment, the access filter includes a device driver.

[0045] Under a predetermined condition, the controller removes therestriction automatically to allow the device to couple to theentertainment program. This can be done through a token system. Underthe predetermined condition, the user is given a token, which the usercan use to remove the restriction. With the restriction removed, theuser can enjoy the entertainment materials.

[0046] These predetermined condition can be based on one or morefactors, such as the amount of time the user has been working on thestudy materials, the user's performance in the study materials, and thetime of day. In one embodiment, one predetermined condition is a userhas claimed a corresponding reward.

[0047] Other aspects and advantages of the present invention will becomeapparent from the following detailed description, which, when taken inconjunction with the accompanying drawings, illustrates by way ofexample the principles of the invention.

BRIEF DESCRIPTION OF THE DRAWING

[0048]FIG. 1 illustrates one embodiment of the present invention.However, those skilled in the art will readily appreciate that thedetailed description given herein with respect to the figure is forexplanatory purposes as the invention extends beyond these limitedembodiments.

DETAILED DESCRIPTION OF THE INVENTION

[0049]FIG. 1 shows one embodiment of the invention including asuper-recommendation generator 100 for implementing a computer-aidedlearning method to help a student or a user learn a subject. Thegenerator 100 in general is for enhancing the learning experience of theuser, and can be implemented in software, firmware, hardware or somecombination of the above.

[0050] In one embodiment, the subject can be divided into items,including one or more relationship-items, with each relationship-itemrelating two or more items. The items can include learnt and un-learntitems, with a learnt item being an item that the user has achieved apreset level of learning, and with an un-learnt item being an item thatthe user has not yet achieved a preset level of learning.

[0051] In one embodiment, the super-recommendation generator 100performs a number of functions, including the following:

[0052] assessing a user's understanding in a subject as, for example,described in the Test Application;

[0053] rewarding the user who has reached one or more milestones in thesubject as, for example, described in the Reward Application;

[0054] furthering the user's understanding in the subject throughrelationship learning, as, for example, described in the RelationshipApplication;

[0055] reinforcing the user's understanding in the subject throughreviews, as, for example, described in the Review Application; and

[0056] restricting the user from enjoying entertainment materials undercertain condition, with the entertainment material requiring a device tofulfill its entertainment purpose, as, for example, described in theRestrict Application.

[0057] One embodiment of the super-recommendation generator isconfigured to perform the following operations:

[0058] analyzing (102) the user's prior-to-the-latest and the latesttest results to assess the user's understanding in the subject, as, forexample, described in the Test Application;

[0059] determining (104) whether the user has reached a milestone, as,for example, described in the Reward Application;

[0060] determining a reward (106) for the user that has reached amilestone, with the reward depending on the user's preference, as, forexample, described in the Reward Application;

[0061] identifying (108) a relationship-item to be learnt, with theidentified relationship-item relating an item and a learnt item, as, forexample, described in the Relationship Application;

[0062] selecting (110) a learnt item to be reviewed, as described, forexample, in the Review Application; and

[0063] modifying (112) an access filter to restrict coupling between thedevice and the entertainment materials, with the restriction removed toallow coupling between the device and the entertainment materials undera predetermined condition.

[0064] In another embodiment, the super-recommendation generator isconfigured to perform only some of the operations, with the subjectcategorized accordingly. For example, the generator 100 is configurednot to perform the function of modifying an access filter. In anotherexample, the generator 100 is configured to assess (102), identify arelationship-item (108) and reinforce through reviews (110). In yetanother example, the generator 100 is configured to perform similarfunctions as the previous example, except for the function ofassessment, in which the generator 100 analyzes the user's test resultsusing a set of analysis rules to determine the user's understandinglevel in the subject. In a further example, the super-recommendationgenerator is configured to assess (102), determine (104) if the user hasreached a milestone, and determine (106) a reward; for this example, thesubject can be categorized to include one or more milestone.

[0065] Note that in one embodiment, computer can be defined as a machinethat can perform a computable function, which can be defined as afunction that can be performed by a Turing machine or its equivalence.

[0066] Other embodiments of the invention will be apparent to thoseskilled in the art from a consideration of this specification orpractice of the invention disclosed herein. It is intended that thespecification and examples be considered as exemplary only, with thetrue scope and spirit of the invention being indicated by the followingclaims.

We claim:
 1. A computer-aided learning method that assesses a user'sunderstanding in a subject through testing the user, rewards the userwho has reached one or more milestones in the subject, furthers theuser's understanding in the subject through relationship learning,reinforces the user's understanding in the subject through reviews, andrestricts the user from enjoying entertainment materials under certaincondition, with the entertainment materials requiring a device tofulfill its entertainment purpose, with the subject divided into items,including one or more relationship-items, with each relationship-itemrelating two or more items, and with the items including learnt andun-learnt items, the method comprising the steps of: analyzing theuser's prior-to-the-latest and the latest test results to assess theuser's understanding in the subject, and to determine whether the userhas reached a milestone; determining a reward for the user that hasreached a milestone, with the reward depending on the user's preference;identifying a relationship-item to be learnt, with the identifiedrelationship-item relating an item and a learnt item; selecting a learntitem to be reviewed; and modifying an access filter to restrict couplingbetween the device and the entertainment materials, with the restrictionremoved to allow coupling between the device and the entertainmentmaterials under a predetermined condition.
 2. A computer-aided learningmethod that assesses a user's understanding in a subject through testingthe user, rewards the user who has reached one or more milestones in thesubject, furthers the user's understanding in the subject throughrelationship learning, and reinforces the user's understanding in thesubject through reviews, with the subject divided into items, includingone or more relationship-items, with each relationship-item relating twoor more items, and with the items including learnt and un-learnt items,the method comprising the steps of: analyzing the user'sprior-to-the-latest and the latest test results to assess the user'sunderstanding in the subject, and to determine whether the user hasreached a milestone; determining a reward for the user that has reacheda milestone, with the reward depending on the user's preference;identifying a relationship-item to be learnt, with the identifiedrelationship-item relating an item and a learnt item; and selecting alearnt item to be reviewed.
 3. A computer-aided learning method thatassesses a user's understanding in a subject through testing the user,furthers the user's understanding in the subject through relationshiplearning, and reinforces the user's understanding in the subject throughreviews, with the subject divided into items, including one or morerelationship-items, with each relationship-item relating two or moreitems, and with the items including learnt and un-learnt items, themethod comprising the steps of: analyzing the user's prior-to-the-latestand the latest test results to assess the user's understanding in thesubject; identifying a relationship-item to be learnt, with theidentified relationship-item relating an item and a learnt item; andselecting a learnt item to be reviewed.
 4. A computer-aided learningmethod that furthers the user's understanding in the subject throughrelationship learning, and reinforces the user's understanding in thesubject through reviews, with the subject divided into items, includingone or more relationship-items, with each relationship-item relating twoor more items, and with the items including learnt and un-learnt items,the method comprising the steps of: identifying a relationship-item tobe learnt, with the identified relationship-item relating an item and alearnt item; and selecting a learnt item to be reviewed.
 5. Acomputer-aided learning method that assesses a user's understanding in asubject through testing the user, and rewards the user who has reachedone or more milestones in the subject, the method comprising the stepsof: analyzing the user's prior-to-the-latest and the latest test resultsto assess the user's understanding in the subject, and to determinewhether the user has reached a milestone; and determining a reward forthe user that has reached a milestone, with the reward depending on theuser's preference.
 6. A computer-aided learning method that rewards theuser who has reached one or more milestones in the subject, andrestricts the user from enjoying entertainment materials under certaincondition, with the entertainment materials requiring a device tofulfill its entertainment purpose, the method comprising the steps of:determining whether the user has reached a milestone; determining areward for the user that has reached a milestone, with the rewarddepending on the user's preference; and modifying an access filter torestrict coupling between the device and the entertainment materials,with the restriction removed to allow coupling between the device andthe entertainment materials under a predetermined condition.
 7. Acomputer-aided learning system that assesses a user's understanding in asubject through testing the user, rewards the user who has reached oneor more milestones in the subject, furthers the user's understanding inthe subject through relationship learning, reinforces the user'sunderstanding in the subject through reviews, and restricts the userfrom enjoying entertainment materials under certain condition, with theentertainment materials requiring a device to fulfill its entertainmentpurpose, with the subject divided into items, including one or morerelationship-items, with each relationship-item relating two or moreitems, and with the items including learnt and un-learnt items, thesystem comprising a super-recommendation generator configured to:analyze the user's prior-to-the-latest and the latest test results toassess the user's understanding in the subject, and to determine whetherthe user has reached a milestone; determine a reward for the user thathas reached a milestone, with the reward depending on the user'spreference; identify a relationship-item to be learnt, with theidentified relationship-item relating an item and a learnt item; selecta learnt item to be reviewed; and modify an access filter to restrictcoupling between the device and the entertainment materials, with therestriction removed to allow coupling between the device and theentertainment materials under a predetermined condition.
 8. Acomputer-aided learning system that assesses a user's understanding in asubject through testing the user, rewards the user who has reached oneor more milestones in the subject, furthers the user's understanding inthe subject through relationship learning, and reinforces the user'sunderstanding in the subject through reviews, with the subject dividedinto items, including one or more relationship-items, with eachrelationship-item relating two or more items, and with the itemsincluding learnt and un-learnt items, the system comprising asuper-recommendation generator configured to: analyze the user'sprior-to-the-latest and the latest test results to assess the user'sunderstanding in the subject, and to determine whether the user hasreached a milestone; determine a reward for the user that has reached amilestone, with the reward depending on the user's preference; identifya relationship-item to be learnt, with the identified relationship-itemrelating an item and a learnt item; and select a learnt item to bereviewed.
 9. A computer-aided learning system that assesses a user'sunderstanding in a subject through testing the user, furthers the user'sunderstanding in the subject through relationship learning, andreinforces the user's understanding in the subject through reviews, withthe subject divided into items, including one or morerelationship-items, with each relationship-item relating two or moreitems, and with the items including learnt and un-learnt items, thesystem comprising a super-recommendation generator configured to:analyze the user's prior-to-the-latest and the latest test results toassess the user's understanding in the subject; identify arelationship-item to be learnt, with the identified relationship-itemrelating an item and a learnt item; and select a learnt item to bereviewed.
 10. A computer-aided learning system that furthers the user'sunderstanding in the subject through relationship learning, andreinforces the user's understanding in the subject through reviews, withthe subject divided into items, including one or morerelationship-items, with each relationship-item relating two or moreitems, and with the items including learnt and un-learnt items, thesystem comprising a super-recommendation generator configured to:identify a relationship-item to be learnt, with the identifiedrelationship-item relating an item and a learnt item; and select alearnt item to be reviewed.
 11. A computer-aided learning system thatassesses a user's understanding in a subject through testing the user,and rewards the user who has reached one or more milestones in thesubject, the system comprising a super-recommendation generatorconfigured to: analyze the user's prior-to-the-latest and the latesttest results to assess the user's understanding in the subject, and todetermine whether the user has reached a milestone; and determine areward for the user that has reached a milestone, with the rewarddepending on the user's preference.
 12. A computer-aided learning systemthat rewards the user who has reached one or more milestones in thesubject, and restricts the user from enjoying entertainment materialsunder certain condition, with the entertainment materials requiring adevice to fulfill its entertainment purpose, the system comprising asuper-recommendation generator configured to: determine whether the userhas reached a milestone; determine a reward for the user that hasreached a milestone, with the reward depending on the user's preference;and modify an access filter to restrict coupling between the device andthe entertainment materials, with the restriction removed to allowcoupling between the device and the entertainment materials under apredetermined condition.